Harrier - Commerce Raider
- Ship Classification: Commerce Raider - Small
- Ship Class Code: DNV - Drinaxian Naval Vessel
- Ship Type: Sindalian Harrier 200dT Non-Commercial
- Ship Model: TL15 Armed Courier
The Harrier is an extremely capable ship – however, all this sophistication comes at a price and it is one the installed power plant sometimes has trouble paying. When performing complex operations, the Travellers may have to make some painful choices with regards which systems to route power to. The basic power requirements are listed below, but the Travellers should also be aware of the power consumption of the additional systems.
J2, M6, Pwr260 (See Power Distribution below)
Quirks:
- Lots!
Crew:
(Provided for discussion, until we take posession)
Position | # | Skills | Flat Rate | High Guard | By Skill Level |
---|---|---|---|---|---|
Captain | 0 | - | - | Cr10,000 | N/A |
Pilot | 1 | Pilot | Cr6000 | Cr6000 | 3 - CR12,000 |
Astrogator | 1 | Astrogation | Cr5000 | Cr5000 | 0 - CR0000 |
Engineer | 1 | Engineer | Cr4000 | Cr4000 | 0 - CR0000 |
Maintenance | 0 | Mechanic | Cr4000 | Cr1000 | 0 - CR0000 |
Medic | 1 | Medic | Cr3000 | Cr4000 | 3 - CR6000 |
Gunner | 1 | Gunner | Cr1000 | Cr2000 | 3 - CR2000 |
Gunner | 1 | Gunner | Cr1000 | Cr2000 | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Marine | 1 | Gun Combat | Cr1000 | - | 3 - CR2000 |
Sub Total Crew | 9 | Cr27,000 | Cr34,000 | Cr28,000 | |
Officer | 0 | Leadership or Tactics | - | Cr5000 | N/A |
Sensor Operator | 1 | Elect(Sensors) | - | Cr20001 | 3 - CR4000 |
Steward | 0 | Steward | Cr2000 | Cr2000 | 0 - CR0000 |
Sub-total Optional | 3 | Cr2,000 | Cr9000 | Cr4,000 | |
Totals | 12 | - | Cr29,000 | - | Cr32,000 |
Totals will change as crew positions are filled. Gunners are for future ships, not the Pioneer.
1 This position has been pro-rated, not an official rate
Power Distribution:
Total Power Available: 260
System | Power |
---|---|
Full Maneuver | 120 |
Basic Systems | 40 |
Sensors | 8 |
Missle Turret | 1 |
Particle Barbette | 15 |
Holographic Hull | 100 |
Low Berths | 1 |
All Systems at Full: | 285 |
Note 1: Maneuver is 20 Power/Thrust level. M4 is 80 Power.
Note 2: Jump prep takes 20 Power/Jump Distance. J2 is 40 Power.
Basic Ship Systems
This includes everything a ship needs for day-to-day operations, including artificial gravity, heating, lighting and life support.
The number of Power points needed for basic ship systems is equal to 20% of the total tonnage of the hull (200 x 0.2 = 40).
Holographic Hull (TL10)
Multiple holographic projectors are embedded within the hull allowing the ship to change hull colours, add graphics and adopt a different appearance (though its shape remains the same). Changing the hull colour or adding a stored graphic can be done by anyone with access to the ship’s computer. Creating a complex colour scheme from scratch requires the talents of a skilled artist. Some young nobles try to outdo one another by changing the schemes daily or hiring artists to create the most complex scenes imaginable. Some pirates have made use of this system to simulate visual hull damage and lure other ships in with a GK distress call. However, most ship owner’s use it for the purposes of advertising.
A holographic hull system costs Cr100000 per ton of hull and uses 1 Power for every two tons of hull. The projectors are small enough that they do not consume tonnage themselves.
Advanced Sensors (TL15)
All ships come equipped with basic communications, sensor, and emission-control suites, usually as part of their bridge. However, specialised or military ships often benefit from more advanced systems that are far more sensitive and resistant to jamming.
Sensors include: Densitometer, Jammers, Lidar, Neural Activity Sensor, Radar
The Sensor +2 DM is applied to all Electronics (comms) and Electronics (sensors) checks made by crew in the ship.
The advanced sensors suite consumes 5 tons and costs MCr5.3 It requires 6 Power.
Military Countermeasures Suite (TL15)
The military countermeasures suite is the cutting edge of countermeasure technology in the galaxy, incorporating both powerful transmitters and advanced electronic–warfare programs to shut down enemy communications.
The military countermeasures suite grants DM+6 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to.
Note: Depending on the ship being "jammed", it is entirely possible to have weapon targeting systems completely deceived, having a false ship target appear in a different place, with a different signature, making the enemy ship shoot in the wrong place entirely. At spatial distances, this can be by kilometers. Without visual verification, or tracking missiles that defeat Digital Radio Frequency Memory (DRFM) deception methods, shots at the Harrier will not hit.
A military countermeasures suite consumes 15 tons and costs MCr28. It requires 2 Power.